Shader "Transparent/VertexLit with Z" {
	Properties{
		_Color("Main Color", Color) = (1,1,1,1)
		_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
	}

		SubShader{
			Tags {"RenderType" = "Transparent" "Queue" = "Transparent"}
			// Render into depth buffer only
			Pass {
				ColorMask 0
			}
		// Render normally
		Pass {
			ZWrite Off
			//Blend SrcAlpha OneMinusSrcAlpha
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMask RGB
			Material {
				Diffuse[_Color]
				Emission[_Color]
				//Ambient[_Color]
			}
			Lighting Off
			SetTexture[_MainTex] {
				//Combine texture * primary DOUBLE, texture * primary
			}
		}
	}
}